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// Circle mask compute shader
// Generates a circular mask (1.0 inside, 0.0 outside)
struct Uniforms {
radius: f32,
aspect_ratio: f32,
width: f32,
height: f32,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
struct VSOutput {
@builtin(position) position: vec4<f32>,
};
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
return VSOutput(vec4<f32>(pos[i], 0.0, 1.0));
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height);
let center = vec2<f32>(0.5, 0.5);
let aspect_corrected_uv = (uv - center) * vec2<f32>(uniforms.aspect_ratio, 1.0);
let dist = length(aspect_corrected_uv);
let edge_width = 0.01;
let mask = smoothstep(uniforms.radius + edge_width, uniforms.radius - edge_width, dist);
return vec4<f32>(mask, mask, mask, 1.0);
}
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